package rpg.data
{
	import rpg.data.GameData;

	public class Goods extends GameData
	{
		public static const RageMixture : int = 1200200169; //怒气合剂

		public static const QUALITY_NAMES : Array = ["灰色" , "白色" , '蓝色' , '金色' , '绿色' , '紫色'];
		public static const QUALITY_COLORS : Array = [0x868585 , 0xffffff , 0x009cff , 0xffff00 , 0x00ff00 , 0xa335ee];
		public static const QUALITY_TEXT_COLORS : Array = ["#868585" , "#ffffff" , '#009cff' , '#ffff00' , '#00ff00' , '#a335ee'];
		/**
		 * 物品品质 0代表灰色 1代表白色 2代表蓝色，3代表黄金，4代表绿色，5代表紫色
		 * 数值越高，等级越高
		 */
		public var quality : int;
		public var icon : int;
		/**
		 * 落地模型
		 */
		public var groundIcon : int;

		public var isMoneyCost : int;
		public var isTreasureCost : int;
		public var isUnBindingCost : int;

		public var moneyCost : int;
		/**
		 * 绑定元宝花费
		 */
		public var bindingTreasureCost : int;

		/**
		 * 非绑定元宝花费
		 */
		public var unBindingTreasureCost : int;
		/**
		 * 能否丢弃
		 */
		public var dropable : int;
		public var soldable : int;
		//public var tradable : int;
		public var storable : int;
		public var count : int;
		/**
		 * 堆叠数
		 */
		public var foldCount : int;
		/**
		 * 最大堆叠数
		 */
		public var maxCount : int;
		public var foldable : int;
		public var description : String;

		/**
		 * 是否有绑定对象
		 */
		public var isBound : Boolean;
		public var isPickBinding : int;
		public var isEquipBinding : int;
		public var createdTime : Number;
		public var lifeTime : int;



		private static var goodsFetcher : GoodsFetcher;
		public static const GOODS_TYPE_NAMES : Vector.<String> = Vector.<String>(["药品" , "武器" , "防具" , "饰品" , "技能书" , "特殊道具" , "时装" , "聊天道具" , "背包"]);

		public static const GOODS_TYPE_MEDICINE : int = 0;
		public static const GOODS_TYPE_WEAPON : int = 1;
		public static const GOODS_TYPE_EQUIPMENT : int = 2;
		public static const GOODS_TYPE_BOOK : int = 4;
		public static const GOODS_TYPE_SPECIAL : int = 5;
		public static const GOODS_TYPE_MATERIAL : int = 8;
		public static const GOODS_TYPE_BAG : int = 9;
		public static const GOODS_TYPE_FASHION : int = 10;
		public static const GOODS_TYPE_SOUL : int = 11;
		public static const GOODS_TYPE_COMPOSELIST : int = 12;
		public static const GOODS_TYPE_PET_EGG : int = 13;
		public static const GOODS_TYPE_MONEY : int = 14; //金钱
		/**
		 * 宠物装备
		 */
		public static const GOODS_TYPE_PET_EQUIPMENT : int = 16;


		/**
		 * 物品类型
		 */
		public var goodsType : int;
		public var maxHoldLimit : int;
		public var totalAmount : Number;
		/**
		 * 需要等级
		 */
		public var requiredLevel : int;

		/**
		 * 使用方法 描述
		 */
		public var useDesctription : String;


		/**
		 * 物品位置,这个东西哥决定启用了，gssbyp留名，和下面那坨属性一起当做物品的临时状态
		 * 最好不要手动设置该值
		 */
		public var position : int;
		/**
		 * 锁定物品标示，交易锁定，邮寄锁定，炼炉锁定，寄售锁定,快速出售锁定
		 */
		public var lockFlag : Boolean = false;
		/**
		 * 目前对背包物品有效
		 */
		public var useAble : Boolean = false;
		/**
		 * 目前对背包物品有效
		 */
		public var dragAble : Boolean = false;
		public var hasGrayscale : Boolean = false;

		/**
		 * 是否可合成
		 */
		public var canComplex : int;

		/**
		 * 问卦中的物品标示
		 */
		public var gambleTag : int;

		/**
		 * 用于商城配置有绑定元宝的非绑定栏物品tips强制显示非绑定元宝价格
		 * llm$Sunrise 20111129
		 */
		public var showUnBoundTreasureCost : Boolean = false;

		/**
		 * 创建物品的时候，不要忘记把goodsType也设置一下，这是针对继承Goods的其他物品
		 *
		 */
		public function Goods()
		{
			super();
			dropable = 1;
			soldable = 1;
			//tradable = 1;
			storable = 1;
			isMoneyCost = 1;
			isTreasureCost = 1;
			isUnBindingCost = 1;
			description = "";
			count = 1;
			isBound = false;
		}

	}
}
